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I tried changing the texts displayed when you pick your Pokémon in Oak's lab. I've already found the text I have to edit at the end of the script in XSE.

However, when I try to change the text of BULBASAUR, after I compile and save the script, the text I put in changed to "E?"

I was able to change the texts for Squirtle and Charmander, but the first one won't work. I already tried only changing a single letter, or writing the whole sentence from scratch, it always comes out as "E?"

I had a problem similar to this while editing the sign's infront of Red and Green's houses. All I had to do was rewrite the script. Do you use the text adjusters in XSE? That usual fixes most of your problems.

Okay, I'm trying to code an event that has your mother in the back of the van with you at the beginning of the game. I want the player to be unable to input until the mother notices the character is awake, has an Alert! exclamation point over her head, and says a line of text. At that point the door of the van opens and the player is allowed to input. If they try to talk to the mother before walking out of the van, she will say a different line of text.

Needless to say I've run into some issues compiling this.
I'm using Pokemon Ruby and XSE. The code I input was this;

For the hell of it I inserted that into the game regardless of how glitched it was; the result was that when I tried to talk to the mother the game froze.
Can anyone tell me where I went wrong with the original code?

__________________

The philosopher Didactylos has summed up an alternative hypothesis as "Things just happen. What the hell."

I'm trying to make the hero move backwards, keeping him from continuing until you talk to the rival. Everything works perfectly, even the message not showing up after you talk to your rival. The problem is the movement doesn't work at all. It's the same with every other script I try and have the hero move. I can get other sprites to move, just not the hero. Is there something wrong with my script, or is the problem in Advance Map?

Game: FireRed
Type: GBA
Editor: XSE
Scrpit:

Spoiler:

#dynamic 0x2E4F00

#org @start
lock
checkflag 0x1000
if 0x0 goto @need
release
end

#org @need
msgbox @1 0x6
applymovement 0xFF @move
release
end

#org @1
= I'd better make sure \v\h06\nis awake first.\pHis room is right next to mine.

I'm trying to make the hero move backwards, keeping him from continuing until you talk to the rival. Everything works perfectly, even the message not showing up after you talk to your rival. The problem is the movement doesn't work at all. It's the same with every other script I try and have the hero move. I can get other sprites to move, just not the hero. Is there something wrong with my script, or is the problem in Advance Map?

Game: FireRed
Type: GBA
Editor: XSE
Scrpit:

Spoiler:

#dynamic 0x2E4F00

#org @start
lock
checkflag 0x1000
if 0x0 goto @need
release
end

#org @need
msgbox @1 0x6
applymovement 0xFF @move
release
end

#org @1
= I'd better make sure \v\h06\nis awake first.\pHis room is right next to mine.

I had a problem similar to this while editing the sign's infront of Red and Green's houses. All I had to do was rewrite the script. Do you use the text adjusters in XSE? That usual fixes most of your problems.

Thank you. I have to ask another question about this particular script;
If I wanted to make the player stay still while the movements were applied and message boxes displayed, what would I do? As of now the movements/message boxes are only enacted when I walk up to the character and talk to them; I want it to happen automatically.

Thank you. I have to ask another question about this particular script;
If I wanted to make the player stay still while the movements were applied and message boxes displayed, what would I do? As of now the movements/message boxes are only enacted when I walk up to the character and talk to them; I want it to happen automatically.

What my script does is after you leave the house, Oak's assistant brings you and your rival to Oak's lab and they both go inside. (Don't point out that I haven't added the part for the door animation yet).

I want these two sprites (Rival and Oak's Assistant) to dissapear from Pallet town after this script finishes running, and they do temporarily but after I come out of Oak's lab, they're back out in front of the house you started at. How can I get them to dissapear permanently? They only need to appear once.

#org @2
= Oak's Assistant: Now, since you\ntwo were the last to wake up,\pyou get last pick of Pokemon.\p\c\h01\h08\v\h06: Oh no! I hope there's\nstill a CHARMANDER!\pHow else am I going to be just\nlike my hero!?

#org @3
= Oak's Assistant: Really now,\nhe needs to calm down.

#org @4
= Anyways, After you get your\nPokemon, make sure to go the\ptraining area behind the dorms.\pProfessor Oak is already there\nalong with the rest of the class.

What my script does is after you leave the house, Oak's assistant brings you and your rival to Oak's lab and they both go inside. (Don't point out that I haven't added the part for the door animation yet).

I want these two sprites (Rival and Oak's Assistant) to dissapear from Pallet town after this script finishes running, and they do temporarily but after I come out of Oak's lab, they're back out in front of the house you started at. How can I get them to dissapear permanently? They only need to appear once.

#org @2
= Oak's Assistant: Now, since you\ntwo were the last to wake up,\pyou get last pick of Pokemon.\p\c\h01\h08\v\h06: Oh no! I hope there's\nstill a CHARMANDER!\pHow else am I going to be just\nlike my hero!?

#org @3
= Oak's Assistant: Really now,\nhe needs to calm down.

#org @4
= Anyways, After you get your\nPokemon, make sure to go the\ptraining area behind the dorms.\pProfessor Oak is already there\nalong with the rest of the class.

You have to make their person number (I think, whichever one is easily changeable) the same as a flag, then you set the flag of their person number. For example, I make their person number 4A, I must setflag 4A to make them disappear.

I'm currently working on a Fire Red total modification. Currently, I've gotten to Route 4 of my world, where you must battle Team Rocket. I'm having problems with making Team Rocket disappear after you fight the leader of the group of them.

'---------
' Strings
'---------
#org 0x7A4DE4
= I am not who you think I am.

#org 0x7A4E03
= How could someone like you beat me?

#org 0x7A4E29
= TEAM ROCKET, escort me to\nSURLANK CITY!

--------------------------
I set all of the characters' person ID's to 2008.
After I battle the leader, the screen does fade, and all the characters do disappear. However, sometimes when you come back, they will either be there or not. When they are there, nothing will happen if you try to talk to any of them. Any help is greatly appreciated.

I'm currently working on a Fire Red total modification. Currently, I've gotten to Route 4 of my world, where you must battle Team Rocket. I'm having problems with making Team Rocket disappear after you fight the leader of the group of them.

'---------
' Strings
'---------
#org 0x7A4DE4
= I am not who you think I am.

#org 0x7A4E03
= How could someone like you beat me?

#org 0x7A4E29
= TEAM ROCKET, escort me to\nSURLANK CITY!

--------------------------
I set all of the characters' person ID's to 2008.
After I battle the leader, the screen does fade, and all the characters do disappear. However, sometimes when you come back, they will either be there or not. When they are there, nothing will happen if you try to talk to any of them. Any help is greatly appreciated.

I think it's just the small errors like 'lock' and 'release'.
Also, for sign boxsets, always use 0x6.
I don't know what 0x3 is but when I tested it, it didn't work.
Hopefully, this should solve your problem.

Quote originally posted by Kaith:

I'm trying to make the hero move backwards, keeping him from continuing until you talk to the rival. Everything works perfectly, even the message not showing up after you talk to your rival. The problem is the movement doesn't work at all. It's the same with every other script I try and have the hero move. I can get other sprites to move, just not the hero. Is there something wrong with my script, or is the problem in Advance Map?

Game: FireRed
Type: GBA
Editor: XSE
Scrpit:

Spoiler:

#dynamic 0x2E4F00

#org @start
lock
checkflag 0x1000
if 0x0 goto @need
release
end

#org @need
msgbox @1 0x6
applymovement 0xFF @move
release
end

#org @1
= I'd better make sure \v\h06\nis awake first.\pHis room is right next to mine.

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